Talk:Something (5e Spell)
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Hah hah what. This spell is at once a weak design, and somehow something very pure. I'd like to see the following:
- introduce a random table of items that the DM can use if they want
- give this the ritual tag
- i've half a mind to ask for a limit to this, because it would be all I cast all day every day during my downtime in the hopes of getting "an extremely powerful magic item".
- I would think applying a gold limit to the item provided by the spell would be a good idea, which could increase by casting it at higher levels. A hilarious little bit of fluff text could be it "appropriates" the item from another source, which then may cause problems or the previous owner could come looking for it (similar to how the wish spell could function, but obviously drastically reduced in power). Having something like that could easily void the necessity of having a duration, perhaps?
- I would agree that without a limit cap, it's potentially HUGELY powerful, and I also agree that this is somehow beautifully pure, and it's difficult to see why, it just is!
- I don't think a random table is really necessary, just a brief list of example items that can be provided, similar to the effect lists for spells like Prestidigitation and Wish, which would go a long way to providing a guiding influence for the DM. This would help limit accidental power gifts.
- Something like: When cast at 3rd level, a nonmagical item or common item of 500 gp or lower appears before you. For each level above 3rd, increase the GP by 250 gp (or more??). When cast at 6th, an non-magical or uncommon appears. At 9th, a non-magical or rare appears. That sorta thing, perhaps?--Kahz (talk) 03:45, 10 October 2016 (MDT)
- I'm not sure what yet, but I'd like to see it produce things that could not normally be obtained. No magic items, trinkets or adventuring gear. Some time ago I put together a random table for Kleptomaniac (3.5e Trait) (based on the AD&D Dragonlance kender trait). It has things like "useless map", "1d4 mice", "a deed or warrant"... with the implication that the item belongs to someone who will miss it. Marasmusine (talk) 04:45, 10 October 2016 (MDT)
- The trinket table on pages 160-161 in the PHB might be of some help. There's another few in this very wiki, as well. Knowlessman (talk) 23:38, 18 December 2016 (MST)
I'm making a table. Items 1-40 are mundane. 41-60 are wierd or specific items. 61-80 are magical - probably should be one-shot items, or items with charges that cannot be recharged. 81-90 are bad items (cursed, hazardous), 91-00 are mixed results that also limit further use of the spell. I don't want players to sit around all day repeatedly casting this spell (possibly dozens of times during downtime) as I think this will be disruptive. Marasmusine (talk) 01:52, 19 December 2016 (MST)
- Material components aren't consumed by spells unless the spell says they are, so that component doesn't really make it a gamble. ...Unless perchance one of the possible results is that the component disappears. What do you think of a material component of coinage worth exactly 0.25 of a gold piece, which the spell consumes (reminiscent of quarters in a vending machine), and one possible result being that the caster loses 25gp worth of coins (or all of it if they don't have that much) and gets an hourglass/gets some other object they don't want that is worth 25gp/rolls again, ignoring a duplicate result? Knowlessman (talk) 14:43, 27 May 2017 (UTC)
- There you go, now it says it. For some reason I thought that if an M had a gp value attached to it, it was understood to be consumed, so now I know.
- I'm not sure what to think of your idea. Marasmusine (talk) 15:06, 27 May 2017 (UTC)
- Chromatic Orb is a good example of a priced material component that isn't consumed; I think Identify might be the same way. Also, me either, really; I do think there should be some obvious, maybe even consistent, discouragement to spam-casting it (especially if it is given the ritual tag as somebody brought up), and that giving it a priced, consumed material component is a good way to discourage it, but I also think a lower limit, maybe even just 25gp (which is pretty cheapish by level 5), might be better; admittedly that's not that much less than 50gp, but, well, I think it kinda feels cheaper somehow, and as mentioned, is reminiscent (...okay, maybe only to American players) of the cost of vending machines, arcade games, etc (upon Googling it, slot machines don't go that low; maybe a gold piece, which the spell consumes, and a fancy lever costing 50gp, which it doesn't? ...Eh, okay, bit of a reach there). If you want to balance out the magic items it can give, you can always put one or two strictly- or contextually-negative instant effects, like in the Wild Magic Surge table (thinking of the "You and each creature in 30 ft get piercing vulnerability" and "Each creature within x ft of your takes 1d8 necrotic and you regain that many hitpoints" results). Knowlessman (talk) 21:58, 27 May 2017 (UTC)
I also agreed that the items should not be rechargeable magic items. They should be a one time used. Additionally, if the item is magical, once used it goes back to wherever it came from after a minute or so, to make sure that it does not get abused. As a DM, I suggest that the DM rolls what pops up from this. Furthermore, as a third level spell, having 100 possible items is too much. Make it 12, and use a D12 to determine what it is; with the 12 being that the spell backfires and nothing pops up. As a way to increase the spell, when used with a higher spell slot, there is an additional possible item included into the mix. The dice used will be two D10s, if the number surpasses the possible items (i.e. if the spell was cast as a 6th level spell, with 15 possible items and the number rolled was a 16) the DM rolls again until the number is within the parameters. When the spell is used as a 9th level spell, on a Nat 20 or 19, a magic item appears and remains with the user. This limitation makes sure that lower level PCs don't get rare items too fast, and makes permanent magic items at level 17+ not that powerful when compared to other items that the PC may have already have in their own possession. -Enrique, 1/19/19